using UnityEngine;

namespace UbiArt.ITF {
	[Games(GameFlags.RL | GameFlags.RAVersion)]
	public partial class UIItemBasic_Template : UIItem_Template {
		public float blinkScaleMin;
		public float blinkScale;
		public float blinkPeriod;
		public float blinkMinBlendSpeed;
		public float hightlightAlphaMin;
		public float hightlightAlpha;
		public float hightlightPeriod;
		public float hightlightMinBlendSpeed;
		public float activatingScale;
		public float activatingDuration;
		public uint activatingRebound;
		public StringID animUnselected;
		public StringID animSelected;
		public StringID animLocked;
		public bool needSyncBlink;
		public StringID fontEffectUnselected;
		public StringID fontEffectSelected;
		public Color colorFactorSelected;
		public Color colorFactorLocked;
		public Color colorFactorUnselected;
		public float textLockedAlpha;
		public float animLockedAlpha;
		public float colorBlendTime;
		public float ScaleUnselected;
		public Angle uvRotationSpeedSelected;
		public Angle uvRotationSpeedUnselected;
		public StringID actorIconSelected;
		public StringID actorIconUnselected;
		public bool inverseShadowState;
		public Vec2d actorIconOffset;
		public float float__0;
		public float float__1;
		public float float__2;
		public float float__3;
		public float float__4;
		public float float__5;
		public float float__6;
		public float float__7;
		public float float__8;
		public float float__9;
		public uint uint__10;
		public StringID StringID__11;
		public StringID StringID__12;
		public StringID StringID__13;
		public bool bool__14;
		public StringID StringID__15;
		public StringID StringID__16;
		public Color Color__17;
		public Color Color__18;
		public Color Color__19;
		public float float__20;
		public float float__21;
		public float float__22;
		public float float__23;
		public Angle Angle__24;
		public Angle Angle__25;
		public StringID StringID__26;
		public StringID StringID__27;
		public bool bool__28;
		public StringID StringID__29;
		public StringID StringID__30;
		public StringID StringID__31;
		protected override void SerializeImpl(CSerializerObject s) {
			base.SerializeImpl(s);
			if (Settings.s.engineVersion <= Settings.EngineVersion.RO) {
			} else if (Settings.s.game == Settings.Game.RL) {
				blinkScaleMin = s.Serialize<float>(blinkScaleMin, name: "blinkScaleMin");
				blinkScale = s.Serialize<float>(blinkScale, name: "blinkScale");
				blinkPeriod = s.Serialize<float>(blinkPeriod, name: "blinkPeriod");
				blinkMinBlendSpeed = s.Serialize<float>(blinkMinBlendSpeed, name: "blinkMinBlendSpeed");
				hightlightAlphaMin = s.Serialize<float>(hightlightAlphaMin, name: "hightlightAlphaMin");
				hightlightAlpha = s.Serialize<float>(hightlightAlpha, name: "hightlightAlpha");
				hightlightPeriod = s.Serialize<float>(hightlightPeriod, name: "hightlightPeriod");
				hightlightMinBlendSpeed = s.Serialize<float>(hightlightMinBlendSpeed, name: "hightlightMinBlendSpeed");
				activatingScale = s.Serialize<float>(activatingScale, name: "activatingScale");
				activatingDuration = s.Serialize<float>(activatingDuration, name: "activatingDuration");
				activatingRebound = s.Serialize<uint>(activatingRebound, name: "activatingRebound");
				animUnselected = s.SerializeObject<StringID>(animUnselected, name: "animUnselected");
				animSelected = s.SerializeObject<StringID>(animSelected, name: "animSelected");
				fontEffectUnselected = s.SerializeObject<StringID>(fontEffectUnselected, name: "fontEffectUnselected");
				fontEffectSelected = s.SerializeObject<StringID>(fontEffectSelected, name: "fontEffectSelected");
				colorFactorSelected = s.SerializeObject<Color>(colorFactorSelected, name: "colorFactorSelected");
				colorFactorUnselected = s.SerializeObject<Color>(colorFactorUnselected, name: "colorFactorUnselected");
				colorBlendTime = s.Serialize<float>(colorBlendTime, name: "colorBlendTime");
				uvRotationSpeedSelected = s.SerializeObject<Angle>(uvRotationSpeedSelected, name: "uvRotationSpeedSelected");
				uvRotationSpeedUnselected = s.SerializeObject<Angle>(uvRotationSpeedUnselected, name: "uvRotationSpeedUnselected");
				actorIconSelected = s.SerializeObject<StringID>(actorIconSelected, name: "actorIconSelected");
				actorIconUnselected = s.SerializeObject<StringID>(actorIconUnselected, name: "actorIconUnselected");
				actorIconOffset = s.SerializeObject<Vec2d>(actorIconOffset, name: "actorIconOffset");
				inverseShadowState = s.Serialize<bool>(inverseShadowState, name: "inverseShadowState");
			} else if (Settings.s.game == Settings.Game.VH) {
				float__0 = s.Serialize<float>(float__0, name: "float__0");
				float__1 = s.Serialize<float>(float__1, name: "float__1");
				float__2 = s.Serialize<float>(float__2, name: "float__2");
				float__3 = s.Serialize<float>(float__3, name: "float__3");
				float__4 = s.Serialize<float>(float__4, name: "float__4");
				float__5 = s.Serialize<float>(float__5, name: "float__5");
				float__6 = s.Serialize<float>(float__6, name: "float__6");
				float__7 = s.Serialize<float>(float__7, name: "float__7");
				float__8 = s.Serialize<float>(float__8, name: "float__8");
				float__9 = s.Serialize<float>(float__9, name: "float__9");
				uint__10 = s.Serialize<uint>(uint__10, name: "uint__10");
				StringID__11 = s.SerializeObject<StringID>(StringID__11, name: "StringID__11");
				StringID__12 = s.SerializeObject<StringID>(StringID__12, name: "StringID__12");
				StringID__13 = s.SerializeObject<StringID>(StringID__13, name: "StringID__13");
				bool__14 = s.Serialize<bool>(bool__14, name: "bool__14");
				StringID__15 = s.SerializeObject<StringID>(StringID__15, name: "StringID__15");
				StringID__16 = s.SerializeObject<StringID>(StringID__16, name: "StringID__16");
				Color__17 = s.SerializeObject<Color>(Color__17, name: "Color__17");
				Color__18 = s.SerializeObject<Color>(Color__18, name: "Color__18");
				Color__19 = s.SerializeObject<Color>(Color__19, name: "Color__19");
				float__20 = s.Serialize<float>(float__20, name: "float__20");
				float__21 = s.Serialize<float>(float__21, name: "float__21");
				float__22 = s.Serialize<float>(float__22, name: "float__22");
				float__23 = s.Serialize<float>(float__23, name: "float__23");
				Angle__24 = s.SerializeObject<Angle>(Angle__24, name: "Angle__24");
				Angle__25 = s.SerializeObject<Angle>(Angle__25, name: "Angle__25");
				StringID__26 = s.SerializeObject<StringID>(StringID__26, name: "StringID__26");
				StringID__27 = s.SerializeObject<StringID>(StringID__27, name: "StringID__27");
				bool__28 = s.Serialize<bool>(bool__28, name: "bool__28");
				StringID__29 = s.SerializeObject<StringID>(StringID__29, name: "StringID__29");
				StringID__30 = s.SerializeObject<StringID>(StringID__30, name: "StringID__30");
				StringID__31 = s.SerializeObject<StringID>(StringID__31, name: "StringID__31");
			} else {
				blinkScaleMin = s.Serialize<float>(blinkScaleMin, name: "blinkScaleMin");
				blinkScale = s.Serialize<float>(blinkScale, name: "blinkScale");
				blinkPeriod = s.Serialize<float>(blinkPeriod, name: "blinkPeriod");
				blinkMinBlendSpeed = s.Serialize<float>(blinkMinBlendSpeed, name: "blinkMinBlendSpeed");
				hightlightAlphaMin = s.Serialize<float>(hightlightAlphaMin, name: "hightlightAlphaMin");
				hightlightAlpha = s.Serialize<float>(hightlightAlpha, name: "hightlightAlpha");
				hightlightPeriod = s.Serialize<float>(hightlightPeriod, name: "hightlightPeriod");
				hightlightMinBlendSpeed = s.Serialize<float>(hightlightMinBlendSpeed, name: "hightlightMinBlendSpeed");
				activatingScale = s.Serialize<float>(activatingScale, name: "activatingScale");
				activatingDuration = s.Serialize<float>(activatingDuration, name: "activatingDuration");
				activatingRebound = s.Serialize<uint>(activatingRebound, name: "activatingRebound");
				animUnselected = s.SerializeObject<StringID>(animUnselected, name: "animUnselected");
				animSelected = s.SerializeObject<StringID>(animSelected, name: "animSelected");
				animLocked = s.SerializeObject<StringID>(animLocked, name: "animLocked");
				needSyncBlink = s.Serialize<bool>(needSyncBlink, name: "needSyncBlink");
				fontEffectUnselected = s.SerializeObject<StringID>(fontEffectUnselected, name: "fontEffectUnselected");
				fontEffectSelected = s.SerializeObject<StringID>(fontEffectSelected, name: "fontEffectSelected");
				colorFactorSelected = s.SerializeObject<Color>(colorFactorSelected, name: "colorFactorSelected");
				colorFactorLocked = s.SerializeObject<Color>(colorFactorLocked, name: "colorFactorLocked");
				colorFactorUnselected = s.SerializeObject<Color>(colorFactorUnselected, name: "colorFactorUnselected");
				textLockedAlpha = s.Serialize<float>(textLockedAlpha, name: "textLockedAlpha");
				animLockedAlpha = s.Serialize<float>(animLockedAlpha, name: "animLockedAlpha");
				colorBlendTime = s.Serialize<float>(colorBlendTime, name: "colorBlendTime");
				ScaleUnselected = s.Serialize<float>(ScaleUnselected, name: "ScaleUnselected");
				uvRotationSpeedSelected = s.SerializeObject<Angle>(uvRotationSpeedSelected, name: "uvRotationSpeedSelected");
				uvRotationSpeedUnselected = s.SerializeObject<Angle>(uvRotationSpeedUnselected, name: "uvRotationSpeedUnselected");
				actorIconSelected = s.SerializeObject<StringID>(actorIconSelected, name: "actorIconSelected");
				actorIconUnselected = s.SerializeObject<StringID>(actorIconUnselected, name: "actorIconUnselected");
				inverseShadowState = s.Serialize<bool>(inverseShadowState, name: "inverseShadowState");
			}
		}
		public override uint? ClassCRC => 0x7A821220;
	}
}

